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Saturday, 30 November 2013

DGG 2013 Christmas Carnage scenario

Yep, only just finished writing the Kallidus IV campaign we've been playing among the DGG (Dublin Games Guild for the uninitiated), I'm back writing another scenario. I first wrote the original Christmas Carnage scenario two years ago as a four player game to be played on the last club night before Christmas. It proved popular and I ended up running the game again last year, this time with six players. Now it's nearly time for this years game (We'll be playing Weds 11th December), and it's time to hopefully improve on the formula again.

I'm going to base the rulespack on a four player game, but with some modifications to allow for a six player scenario as well.

Scenario - Christmas Carnage
Christmas Carnage is played on a 6'x4' table.

The Armies
Players
may select an army to a maximum of 1000 points. The standard force
organisation is not used, instead use the following. 1 HQ, 0-1 Elite, 2-6 Troops, 0-1 Fast Attack, 0-1 Heavy Support. Players may only include one Flyer or one Flying Monstrous Creature in their army. Allies are not allowed.

Player Order
At times during Christmas Carnage, it will be necessary to determine "Player Order". In order to do this, players roll off. The highest scoring player becomes "1st Player", the next highest "2nd Player" and so on. The players then complete their actions in this order.

DeploymentIn a 4 player match, players deploy in the four corners. The deployment zone is within 12" of the long edge and 24" of the short edge.

In a 6 player match, there are 4 deployment zones in the corners, within 18" of the long edge and 12" of the short edge. The remaining two deployment zones are in the centre of the long edges, within 12" of the long edge and at least 24" from either short edge.

Determine Player Order. Players then select deployment zones in Player Order. After this is done, in Player Order, players declare which units in their army will be kept in Reserve. Once this is done, players deploy one unit at a time in Player Order (Dedicated Transports are deployed with their units, Independent Characters are deployed seperately but may join a unit during their own deployment). Once each player has deployed one unit, each deploys a second unit in Player Order, and so on until all units are deployed. Units with the Infiltrate USR deploy after all regular deployment is complete, again deploying alternating units in Player Order.

Units arriving from reserve may come onto the board from any part of the table edge in their player's deployment zone. Units can use any special rules (Deep Strike, Outflank etc.) as normal.

The turn
In
this scenario, the turn is resolved differently than in regular games
of Warhammer 40,000. Determine Player Order at the start of each turn.

Movement Phase
Players take their Movement Phase in Player Order.

Shooting Phase
Players then take their Shooting Phase in Player Order.

Assault Phase
Players then complete a Charge Sub-Phase in Player Order. Then resolve the Fight Sub-Phase. Players choose which combat to resolve in Player Order. When players are choosing a combat to resolve, the chosen combat does not have to be a combat involving their own units.

It is perfectly possible (and likely) for multi way combats to occur. Combat results for such combats are
worked out as normal. The player with the highest score wins the combat.
If two players scores are tied, consider both to have won the combat.
Neither takes break tests. All other players compare
their combat score to the winner's score to determine their break test
modifier. If more than one player has
units remaining in the combat after these have been resolved, there will
be no Sweeping advances possible and all units which fail their break
tests will fall back.

Falling back
Units falling back will fall back towards their own player's corner (in the case of a corner deployment zone), or the centre of their player's long table edge (in the case of a deployment zone in the middle of the long edge).

Objective
The
objective for this game is the entrance to Santa's cave. This will be
placed in the exact centre of the table. The player with the greatest
number of models within 6" of the cave entry at the end of the
game wins. The area around Santa's cave is well lit. Even though this is Christmas at the North Pole, the Night Fighting rules are not used.

Ending the Game
The
game ends randomly, although the game can possibly go beyond 7 turns as Christmas is so important to the participating armies.
Roll at the end of Turn 5 - Game ends on 1-2
Roll at the end of Turn 6 - Game ends on 1-3
Roll at the end of Turn 7 (or later turns) - Game ends on 1-4

Special Rule - Blizzard
The game occurs during a blizzard. Roll a D6 for the blizzard at the start of each turn.

1 Whiteout! - The entire table counts as difficult terrain. All shooting is limited to 12" range and is at -1 to hit.
2 Very Heavy Snow - Shooting is limited to a range of 18"
3 Heavy Snow - Shooting is limited to 24" range
4 Moderate Snow - Shooting is limited to 36" range
5 Light Snow - Shooting is limited to 48" range
6 Clear!Special Rule - Christmas Presents
Santa
and his elves have wrapped up a few presents for his rescuers and some
booby traps for his enemies. Due to the poor conditions, these have been
scattered around the battlefield. Place each present marker over the middle of Santa's Cave before the game begins and scatter them 6D6" (use the small arrow on the HIT side of the scatter dice). Tht the end of the movement phase. Each marker will have a number underneath. When the present is opened, maere are 8 present markers on the
battlefield. Any model may open a present it is in base-to-base contact with ake a Naughty or Nice test by rolling a D6. On a 1-2, the model has been Naughty and suffers a penalty. On a 3-6, the model has been nice and gains a benefit.

Naughty
1 - The model opening the present takes a S10 AP1 hit with the Ignores Cover special rule.
2 - The model opening the present and his unit take 2D6 S3 AP5 hits with the Ignores Cover special rule.
3 - Place a 5" Blast Template over the model opening the present. All models under the template take a S4 AP4 hit.
4 - The model opening the present must pass a Toughness test or be removed from play as a casualty.
5 - The model opening the present must pass a Strength test or be removed from play as a casualty.
6 - The model opening the present must pass an Initiative test or be removed from play as a casualty
7 - The model opening the present and his unit must take a Leadership test on 3D6. For each point they fail by, they take a WS4 S4 AP- close combat attack.
8 - The model opening the present and all models in its unit take a S1 AP1 hit.

Special Rule - Santa's Defences
Santa is not stupid, he has set up his own defences to protect his cave from his enemies. Roll a D6 at the end of each turn, and consult the following table to see what occurs.

1 - Reindeer Stampede. All units within 12" of Santa's Cave take D6 S5 AP5 his with the Ignores Cover special rule.
2 - Army of Snowmen. All units within 12" of Santa's Cave take D6 WS3 S4 AP- close combat attacks.
3 - Carpet of Sprouts. Everywhere within 12" of Santa's Cave becomes Dangerous Terrain.
4 - Hark, the Herald badly sings. All units within 12" of Santa's Cave must pass a Leadership test or fall back D6", rallying automatically at the end of their Fall Back move.
5 - Attack of the Toy Soldiers. All units within 12" of Santa's Cave take D6 S3 AP- hits.
6 - Elven Artillery. Santa's elves fire D6 shots. Place a 3" blast template on top of Santa's Cave for each shot, and scatter it 4D6". If a HIT is rolled on the Scatter Dice, use the small arrow to determine direction. Any model under the template takes a S6 AP2 hit.